I started to use Glidos for playing Tomb Raider, and found out, that there is bad support for wide screen formats. Big wide screens become more popular and popular (with 16:10 and 16:9 angles), but Glidos offers only limited choice of old screens, or 1600x1200, what is "normal" screen with 4:3 aspect ratio, but unfortunately I cannot use this resolution on my monitor.

My wish is, that Glidos should have support for screen formats 1680x1050 and 1920x1080. I have tried to enter those resolutons manually, but OpenGL mode refuses to open this resolution, or switches to 1024x768 in left upper screen corner, and Direct3D shows 1024x768 window centered to black screen. It were great, if it could use and show me whole new generation bitmaps in full glory.

Glidos just interprets the Glide commands from the game. It is still the game that generates the scene, and TR can generate only a 4:3 area. Because of this, the best that is achievable on a 16:9 screen, is to paint a 4:3 subarea, leaving black bars at the side. I have put support for that in Glidos, but it is available only in Direct3D mode. It's the setting labelled "Inhibit mode change".

Njah, but how can i make it stretch 4:3 picture over whole screen? Is it possible to add some less-known 4:3 format between 1280x1024 and 1600x1200, like 1280x960 and 1400x1050? In OpenGL mode, this mode can perfecly stretched to bigger resolution, in same time offering better graphics. At the moment it seems, like all non-standard resolutions are defaulting to 1024x768 (I can type resolution manually into settings box).

Stretching doesn't seem like a good option. Lara will be short and fat.

In Direct3D mode, with "Inhibit mode change" selected, you should be able to select any 4:3 resolution you like, and it will be fitted within the screen area (or even hanging off top and bottom if you select a resolution bigger than the sctreen, but then there will be content you cannot see).

I'm still not quite understanding exactly what the difference is between what it does, and what you were hoping for. If you were hoping for the game to display exactly within the screen bounds, with no content invisible because of being off screen, and with lara proportioned correctly, I'm afraid it cannot be done. Nothing to do with Glidos. It is just impossible to produce that from what TR1 generates.

Ah I see. I've made the Resolution control writable. Oops! Only the resolutions in the drop down list are supported by the Windows side Glide wrappers. If you click on 1280x1024 then that will give very nearly what you want. There will be just a thin black line top and bottom.

As you say, it would be worth adding a 1440x1080. I'll try to get around to that sometime.

Actually, if that is not too hard to implement any resolution on Windows Glide side, some games populate all available screen resolutions to drop-down list, for example, using DirectX function enumDisplayModes(), like explained here:
http://justlikeamagic.com/2009/05/19/ch ... a-directx/It helps avoid problem, that some user does not find screen resolution suitable for him.

I would really like to see 1440x1080 (1400x1050 for the 16:10 monitors) because my native resolution is 1920x1080 and my monitor does 1440x1080 (scaled properly with side fill bars) and looks native (good) without any odd and ugly resizing. 1280x1024 is just wrong and smashes it horizontally and is not even 4:3. At least 1280x960 is a 'correct' resolution. 1600x1200 is beyond my monitors 1080 vertical limit so that's no good!

You just set the resolution of your monitor, which is 1920 x 1080 on my system and set 4:3 aspect ratio.

It then scales it to aspect ratio correct full screen with black bars on the sides, basically 1440 x 1080 resolution.

AntiSnipe I also find it awesome that you care about this. So many people play these old games in the wrong aspect ratio. For many games in general, I have a custom resolution of 1440 x 1080, and use that quite often. Some games can access this resolution directly, others you can edit ini files to make them work. Many can't be modified though and you have to scale from 1024 x 768.

Yes sir, nGlide does it nicely, for me though, I modify my Nvidia drivers before install to include 1440x1080 (just to avoid having to make a custom resolution all the time) and nGlide sees that and lets me choose that resolution directly, but choosing 1920x1080 + keep aspect ratio gets the same result, as you said.

Just out of curiosity, why is the Glidos resolution box 'writable'? If I write in 1280x960 or any other resolution not already in the pull down selection, it just throws up an error (that I can not click OK on) followed by a crash when I try to run the game.